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Speed Zone

  • 3d
  • arena-brawler
  • arcade
  • action
  • combat
  • wave-based
  • mobile-friendly
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. iceman built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Speed Zone yet. Play it, then tell iceman what you would add next.

Make your own game

Speed Zone was built by iceman with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Speed Zone opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Speed Zone

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Rebuild a playable browser game titled "Speed Zone" as a clean blocky/arcade 3D arena brawler in Three.js. Use a third-person follow camera behind a blue high-speed hero in a circular futuristic arena. The camera is perspective-based, normally about 9 units behind and elevated, smoothly follows the player, and can be rotated by dragging on the screen; when locked onto an enemy it adjusts to frame both player and target from about 10.5 units away. Use a dark navy background with fog, strong soft shadows, cool blue lighting, and a neon arcade palette.

Arena: create a circular raised platform about 24 units in radius with a dark blue outer cylindrical base, a brighter blue inner circular floor, and a cyan glowing ring near the edge. Place 12 tall blue cylindrical neon pylons around the outside perimeter. Add one elevated glowing gold/orange grind rail curving diagonally across the arena, with a bright cyan-white orb at its beginning. The rail should follow a Catmull-Rom-like path from approximately (-12,4,-9), through (-6,6,-3), (0,5.2,1), (7,4.7,5), to (12,4.2,9).

Player: spawn the stylized blue hero at roughly (0,0,8). Build the avatar from simple primitives: a blue capsule-like body, a small peach/tan chest/face-colored shape toward the front, five dark-blue cone spikes on the back/top, and two red rectangular shoes. The hero has 300 maximum HP and a super meter from 0 to 7 bars. Show player states FreeRun, LockOn, Airborne, RailGrinding, or Stunned in the HUD. Movement is fast and responsive: WASD movement relative to the camera, normal speed about 15, Shift boost about 27, acceleration about 44, and Space jumps with upward force about 18 under gravity. Keep the player within the circular arena boundary.

Combat and goal: the objective is to defeat 3 waves and clear the zone. Wave 1 spawns 4 enemies, wave 2 spawns 5, and wave 3 spawns 6. Spawn enemies around the arena at cardinal/diagonal positions near radius 13. Enemies are simple colored capsule-like robots in alternating orange, magenta, and green materials, with a pale glowing rectangular visor. Each enemy chases the player, attacks when close, can be staggered and knocked back, and has Idle, Chase, Attack, Staggered, and Dead behavior states. Enemy base HP is 92 plus 12 per current wave; movement speed is roughly 6.8–8 plus 0.5 per wave; close attacks deal 16 plus 2 per wave damage. Enemy attacks should briefly stun/knock the player back and grant a short invulnerability window. If player HP reaches zero, immediately respawn at (0,0,8), restore HP to 300, and reset the super meter to zero.

Attacks: J starts a light combo and K starts a heavy combo. Light attacks chain when J is pressed repeatedly within the combo timing window: Light1 deals 18 damage, Light2 24, Light3 30 with increased range/knockback, and a finisher 38 with stronger stun and knockback. Heavy attacks chain with K: Heavy1 deals 28, Heavy2 38, and a final Launcher deals 48 with the strongest range, stun, and knockback. Attacks hit enemies in a forward cone at close range and can hit multiple enemies. Successful hits add 0.15 super meter per enemy hit, up to 7. Press L, or the mobile SUPER button, when at least one meter bar is available to spend one bar and perform a Super Move: briefly attack all enemies within about 6.8 units for 65 damage with strong knockback and stun. Flash the scene subtly on attacks and impacts. Dead enemies should gray out, fall downward, rotate, then be removed.

Lock-on: Q toggles lock-on to the best living enemy within 34 units and generally in front of the camera. While locked, rotate the player toward the target, use the LockOn state, and display a red circular reticle over the target in screen space. Clear the lock when the target dies or the player is hit. Attacks may favor the locked target if it is just outside the normal cone but still close.

Rail: Press E near the glowing orb/start of the rail (within about 3.2 units), or press the mobile RAIL button, to enter RailGrinding. Move the player automatically along the elevated rail at about 0.55 normalized path units per second, face along the rail tangent, set state RailGrinding, and disable lock-on. At the end, launch the player forward along the rail tangent with upward velocity, leaving them Airborne.

Wave flow: show a brief intro overlay before input begins; any keyboard key, screen tap, or mobile control starts the game. After a short delay spawn each wave. When all enemies in a wave are removed, display Wave Clear briefly, then spawn the next wave. After all 3 waves, display Zone Cleared and a centered message saying the player finished all waves; leave free movement, lock-on, and rail grinding available after victory.

HUD/UI: use fixed translucent dark glass panels with rounded corners and thin pale-blue borders. In the upper-left display "Player HP" with a red-to-orange horizontal health bar and numeric "300 / 300", "Super Meter" with a cyan-to-green bar and numeric "0.0 / 7", then Wave (for example 1 / 3), Enemies count, and State. At the top center show a rounded banner initially reading "Speed Zone — clear 3 waves" and update it for wave labels, attack labels, lock-on HP, Wave Clear, Zone Cleared, Respawned, and Super Move. On desktop, show a top-right controls panel: "WASD move · Shift boost · Space jump", "Q lock-on · J light · K heavy · L super", and "E grind rail · Drag screen to rotate camera". On the centered intro card show the title Speed Zone, the text "Beat through the arena waves, build super meter, and grind the rail to reposition fast.", and a small instruction to tap anywhere or press any key to start; mention mobile D-pad/action buttons. Provide mobile touch controls along the bottom: a four-direction D-pad with arrow buttons on the left, and rounded action buttons on the right labeled BOOST, JUMP, LIGHT, HEAVY, SUPER, LOCK, and RAIL. Buttons should visibly press/scale and use the same actions as keyboard controls. Keep the overall visual presentation faithful to a dark blue neon arena, simple primitive-based characters, smooth camera motion, and responsive arcade combat.

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